mirror of
https://github.com/BlueMap-Minecraft/BlueMap.git
synced 2024-11-26 04:25:31 +01:00
Add shaders in the web-app and process lighting there
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parent
db208d4b8f
commit
27129b0e53
@ -43,7 +43,7 @@ import {
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Texture,
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Texture,
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TextureLoader,
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TextureLoader,
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VertexColors,
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VertexColors,
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WebGLRenderer,
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WebGLRenderer, ShaderMaterial,
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} from 'three';
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} from 'three';
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import Compass from './modules/Compass.js';
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import Compass from './modules/Compass.js';
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@ -55,6 +55,11 @@ import Settings from './modules/Settings.js';
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import Controls from './Controls.js';
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import Controls from './Controls.js';
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import TileManager from './TileManager.js';
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import TileManager from './TileManager.js';
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import HIRES_VERTEX_SHADER from './shaders/HiresVertexShader.js';
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import HIRES_FRAGMENT_SHADER from './shaders/HiresFragmentShader.js';
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import LOWRES_VERTEX_SHADER from './shaders/LowresVertexShader.js';
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import LOWRES_FRAGMENT_SHADER from './shaders/LowresFragmentShader.js';
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import { stringToImage, pathFromCoords } from './utils.js';
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import { stringToImage, pathFromCoords } from './utils.js';
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import SKYBOX_NORTH from '../../assets/skybox/north.png';
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import SKYBOX_NORTH from '../../assets/skybox/north.png';
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@ -367,16 +372,6 @@ export default class BlueMap {
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let opaque = t['color'][3] === 1;
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let opaque = t['color'][3] === 1;
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let transparent = t['transparent'];
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let transparent = t['transparent'];
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let material = new MeshLambertMaterial({
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transparent: transparent,
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alphaTest: transparent ? 0 : (opaque ? 1 : 0.01),
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depthWrite: true,
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depthTest: true,
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blending: NormalBlending,
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vertexColors: VertexColors,
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side: FrontSide,
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wireframe: false
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});
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let texture = new Texture();
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let texture = new Texture();
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texture.image = stringToImage(t['texture']);
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texture.image = stringToImage(t['texture']);
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@ -391,9 +386,29 @@ export default class BlueMap {
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texture.flatShading = true;
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texture.flatShading = true;
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texture.needsUpdate = true;
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texture.needsUpdate = true;
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material.map = texture;
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let uniforms = {
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material.needsUpdate = true;
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texture: {
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type: 't',
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value: texture
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},
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sunlightStrength: {
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value: 1
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}
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};
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let material = new ShaderMaterial({
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uniforms: uniforms,
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vertexShader: HIRES_VERTEX_SHADER,
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fragmentShader: HIRES_FRAGMENT_SHADER,
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transparent: transparent,
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depthWrite: true,
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depthTest: true,
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vertexColors: VertexColors,
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side: FrontSide,
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wireframe: false,
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});
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material.needsUpdate = true;
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materials[i] = material;
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materials[i] = material;
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}
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}
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@ -404,7 +419,9 @@ export default class BlueMap {
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}
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}
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async loadLowresMaterial() {
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async loadLowresMaterial() {
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this.lowresMaterial = new MeshLambertMaterial({
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this.lowresMaterial = new ShaderMaterial({
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vertexShader: LOWRES_VERTEX_SHADER,
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fragmentShader: LOWRES_FRAGMENT_SHADER,
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transparent: false,
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transparent: false,
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depthWrite: true,
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depthWrite: true,
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depthTest: true,
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depthTest: true,
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@ -0,0 +1,56 @@
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/*
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* This file is part of BlueMap, licensed under the MIT License (MIT).
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*
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* Copyright (c) Blue (Lukas Rieger) <https://bluecolored.de>
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* Copyright (c) contributors
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the 'Software'), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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const HIRES_FRAGMENT_SHADER = `
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uniform sampler2D texture;
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uniform float sunlightStrength;
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varying vec3 vPosition;
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varying vec3 vNormal;
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varying vec2 vUv;
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varying vec3 vColor;
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varying float vAo;
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varying float vSunlight;
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varying float vBlocklight;
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void main() {
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vec4 color = texture2D(texture, vUv);
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if (color.a == 0.0) discard;
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//apply vertex-color
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color.rgb *= vColor;
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//apply ao
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color.rgb *= vAo;
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//apply light
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float light = max(vSunlight * sunlightStrength, vBlocklight);
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color.rgb *= light / 15.0;
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gl_FragColor = color;
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}
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`;
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export default HIRES_FRAGMENT_SHADER;
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@ -0,0 +1,55 @@
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/*
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* This file is part of BlueMap, licensed under the MIT License (MIT).
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*
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* Copyright (c) Blue (Lukas Rieger) <https://bluecolored.de>
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* Copyright (c) contributors
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the 'Software'), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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const HIRES_VERTEX_SHADER = `
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attribute float ao;
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attribute float sunlight;
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attribute float blocklight;
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varying vec3 vPosition;
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varying vec3 vNormal;
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varying vec2 vUv;
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varying vec3 vColor;
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varying float vAo;
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varying float vSunlight;
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varying float vBlocklight;
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void main() {
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vPosition = position;
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vNormal = normal;
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vUv = uv;
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vColor = color;
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vAo = ao;
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vSunlight = sunlight;
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vBlocklight = blocklight;
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gl_Position =
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projectionMatrix *
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modelViewMatrix *
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vec4(position, 1);
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}
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`;
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export default HIRES_VERTEX_SHADER;
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@ -0,0 +1,42 @@
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/*
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* This file is part of BlueMap, licensed under the MIT License (MIT).
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*
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* Copyright (c) Blue (Lukas Rieger) <https://bluecolored.de>
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* Copyright (c) contributors
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the 'Software'), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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const LOWRES_FRAGMENT_SHADER = `
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varying vec3 vPosition;
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varying vec3 vNormal;
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varying vec2 vUv;
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varying vec3 vColor;
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void main() {
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vec4 color = vec4(vColor, 1.0);
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float diff = sqrt(max(dot(vNormal, vec3(0.3637, 0.7274, 0.5819)), 0.0)) * 0.4 + 0.6;
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color *= diff;
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gl_FragColor = color;
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}
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`;
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export default LOWRES_FRAGMENT_SHADER;
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@ -0,0 +1,45 @@
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/*
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* This file is part of BlueMap, licensed under the MIT License (MIT).
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*
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* Copyright (c) Blue (Lukas Rieger) <https://bluecolored.de>
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* Copyright (c) contributors
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the 'Software'), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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const LOWRES_VERTEX_SHADER = `
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varying vec3 vPosition;
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varying vec3 vNormal;
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varying vec2 vUv;
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varying vec3 vColor;
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void main() {
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vPosition = position;
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vNormal = normal;
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vUv = uv;
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vColor = color;
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gl_Position =
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projectionMatrix *
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modelViewMatrix *
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vec4(position, 1);
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}
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`;
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export default LOWRES_VERTEX_SHADER;
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